Index Card RPG

Overview

Index Card RPG (ICRPG) is a universal, fast-paced tabletop role-playing game designed by Brandish Gilhelm (Hankrin Kapuf) and published by Runehammer Games. Originally released in 2017, with its definitive "Master Edition" published in 2021, the system is designed to strip away the mechanical bloat and analysis paralysis often found in traditional d20-based systems. It serves as both a standalone game and a philosophical design toolkit meant to be hacked, modified, and integrated into other role-playing systems.

Description

ICRPG is highly customizable and natively includes multiple distinct settings within its core rulebook, ranging from traditional high fantasy (Alfheim) and gritty sci-fi (Warp Shell) to weird west prehistoric survival (Ghost Mountain). The system treats game mastering as a visible, high-momentum performance. Rather than hiding information behind GM screens, ICRPG brings structural elements, like turn timers, room difficulties, and tracking metrics directly into the open. The game derives its name from the use of standard index cards to abstractly map encounters, represent terrain, track turn order, and quickly visualize items or monsters, eliminating the need for complex grid maps or expensive miniatures.

System Overview & Key Features

The Room Target Instead of assigning different Difficulty Classes (DCs) or Armor Classes (ACs) to every individual object, monster, and trap in an area, the Game Master sets a single "Room Target" number for the entire scene (typically ranging from 10 to 15). Every single d20 roll made by a player in that room, whether it is an attack roll, a saving throw, a stealth check, or an arcane spellcast: must meet or exceed that exact same Target number to succeed. The GM can temporarily adjust this target up or down by 3 points for specific tasks that are explicitly "Easy" or "Hard."
Loot-Based Progression Characters do not possess traditional levels, nor do they gain intrinsic stat increases or health boosts when accumulating experience points. Instead, character progression is entirely physical and external, driven by "Loot." Every class feature, stat modification, magical spell, and unique ability is physically tied to an item equipped on the character sheet. If a character's gear is destroyed, stolen, or voluntarily traded to an ally, their mechanical capabilities shift completely, forcing players to focus on acquiring and managing an inventory limited to 10 carried and 10 equipped items.
Visible Turn Timers To prevent tactical stalling and maintain pacing, the system relies heavily on explicit, visible timers. At the start of an encounter, the Game Master openly rolls a four-sided die (1d4) in front of the players. This represents the number of rounds remaining until a cataclysmic or complicating event occurs, such as a cave-in, the arrival of enemy reinforcements, or a bomb detonating. This mechanic converts passive exploration into an immediate, high-stakes tactical countdown.
Abstract Range Zones Tactical movement completely abandons feet, meters, and grid counting in favor of four abstract distance zones: Close (touching or within arm's reach), Near (a few steps away, reachable within a single move action), Far (within sight and shootable, requiring a full dash to reach), and All the Way (distant or requiring specialized long-range capabilities). Positioning is easily tracked using index cards as relative zone containers.

Links

runehammer.online https://www.runehammer.online/index-card-rpg - Official homepage for Runehammer Games

Active games and players

en English
ICRPG
Index Card RPG
...
Broomfield
Online
Mark
I'm Mark, a 50-something tabletop enthusiast who's been playing and GMing for many years. As I've gotten older, I have moved to lighter, faster systems. My current favorite is ICRPG (think of super-streamlined D&D). I'm looking for players interested in games with a balance between action and roleplay. I prefer in-person (Denver/Broomfield area) but am open to virtual sessions. I am in the US in the Mountain Time Zone. My day job can be demanding, so best times are Friday evenings and Saturdays. Please drop me a message if you would be interested in attending a session!
en English
MOTHERSHIP
Mothership
GRIM
Grimwild
...
Maysville
Polymath GM
• Likes to be in character as much as possible while keeping turns short. • Shares the spotlight with other players. • Been playing tabletop RPGs since 2009, shortly after I got out of highschool.
en English
DND5E
Dungeons & Dragons 5E
...
Chicago
Online
Lexa
Hello, I'm Lexa (they/them)! I'm a totally new player, but have been interested in TTRPGs for years. I'm big on roleplaying and I love in depth character creation, but I also enjoy dungeon crawling and combat. I've always tended to take the lead when playing board games to keep things moving and I'm a storyteller, so I think I'd make a good GM.  I love sci-fi and fantasy in equal parts, grew up on and still enjoy magical girl media, and I've gotten really into the superhero genre more recently. I'm also a thorough enjoyer of dystopian settings, though I don't have the stomach for intense horror that I used to. I'm admittedly very awkward when meeting new people, but once I'm over the initial hurdle and start feeling comfortable (which happens pretty quick with good matches) I'm bright and passionate. I'm a college student so my schedule varies semester to semester, but for now I'm free anytime on Fridays, as well as Monday, Wednesday, and Thursday after 5PM (CST)

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